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Waste Site

   (17 reviews)
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About This File

The story of this wad is pretty unusual. It all started with a very ambitious project "Fear The Shrill" (some screenshots were shown to public on "The Doomer's Reccess" (home13.inet.tele.dk/CNH) The main goal of the project was to create an 11 level wad with levels styled with good Mapper's styles, like maps that would look they were made by Kaiser, or Karthik (rather inspiration, not stealing someone's style). The thing was to learn map editing and accomplishing ambitious projects. Later Fear The Shrill evolved into an episode 1 replacement, but with a new style, new maps, new story and new graphics.. exactly, graphics. By that time I simply couldn't find any good sprites or textures for my project so I realized that I should start making my own. So I began searching for some good art programs. PSP and 3ds Max were my choices (tough I don't own 3ds as of yet, but it's only a matter of time). It took a lot of time to study them, but I think I've advance to a rather good level in artmaking (comparing my current skills to those from the past- I did improve), and my natural talents helped me too :-) (hypocryte). However, later I found a rather good way for motivation when working on projects-teams. On WIP I've teamed up with the Doom Refresh Daemon Team (check out this awesome project at --doomos.webpark.pl--). The team's leader, Ellmo found me useful and I joined the group. My position was mostly a beta tester but I could also add some minor graphics to the project, such as a new gun O_o. Needless to say after some time me and Ellmo began work on an outstanding new project which You can check at www.republika.pl/newproject - The mighty RONE. Stay tuned. Currently I decided to release this map just for people to play it and see what Fear The Shrill alpha was going to be. Because I'm working on RONE, FTS is hold for an unknown yet period of time. Will it ever be finished? No one knows..


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NuMetalManiak

  
pretty harsh map. I enjoyed it though.

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Memfis

Unknown date

  
I quit after 10 minutes, couldn't stand all the shotgun vs tough monsters action. At least there was an obvious secret berserk I was able to have some fun with but I couldn't use it against spiders and cacos for example... Not good.

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Guest

Unknown date

  
Pro: A lot of good looking areas, extensive battles. Con: Like others already said, too repetitive. I'd say this wad is a 3.5 stars, so... -- 4/5

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Guest

Unknown date

  
Nice detailed map, the gameplay may have been somewhat repetive after a while, but still worth at least 4 stars -Vader

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Guest

Unknown date

  
Boring and completely linear. Gets very repetitive with the same sorts of battles and architecture appearing again and again. 2/5

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Guest

Unknown date

  
Excellent.

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Guest

Unknown date

  
I agree with the second reviewer. The level starts out looking like a winner, but it quickly starts to repeat itself. The author says that he emphasized on gameplay in this level, but I think it's the weakest link here. It is however a great-looking level, so the author definitely has promise.

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Guest

Unknown date

  
Starts full of promise but got way too repetitive for my liking. A few mapping errors too, although the potential is certainly all there.

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Guest

Unknown date

  
Nothing really wrong with this map. I thought the ammo was enough although I did do some punching but I finished with over 60 shells. I can see how missing the secret in the beginning could screw stuff up but it's so easy to spot. 10/10/07

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Guest

Unknown date

  
Great one. 5/5-- Moti-Boy

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Guest

Unknown date

  
The readme is amusing, and the author will regret it when he is thirty years old ("my position was mostly a beta tester" is a classic). Nonetheless this is a good-looking level, with tasteful design in the modern style. It's not much fun to play because there's very little ammo. You absolutely have to find an blatant secret early in the level, and even then there's a lot of berzerk punching in cramped corridors. Greatly overuses hell knights, and gets less interesting as it goes on.

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  • File Reviews

    • By Nine Inch Heels · Posted
      I've never done a review for a rocket jump WAD, so this might turn out somewhat like a ramble. Apologies in advance if it does.   I picked up RJSLOTH while learning the most basic things about rocket jump maps. That said, I really should have waited with this WAD until later, when I'd be more consistent with basically everything this genre entails. For those of you who have never made contact with this genre I'll have a short description in the spoiler below:

          Even map 02, in spite of being dated in the sense that it was made prior to some discoveries in rocket jumping, turned out to be somewhat demanding at first. However, as is the case with many ToD maps, there are consistency checks here that really helped me to get some moves into my muscle memory with brute force. Especially things that require precise timing are something that you either learn to do properly while you play this, or you give up trying. The map also features some "combo-jumps" in places, basically as "highlights" of a given section to round off the package. I'm glad I didn't give up. Beating map 02 felt really good.   As for map 10, which is a brutally tuned up version of map 02: You're looking at something that seems to have been built in a laboratory with a calculator. Each one of the jumps there requires extreme precision, and if you're anything like me, which means you're still looking to become consistent with the techniques for "(relatively) modern rocket jumping", you should only attempt this map during a weekend or so, because it could take you "some" time to nail these trick shots perfectly. I didn't manage to finish this map yet, but from the obstacles I have made it past I can tell that this map, as well as map 06 of this WAD, is aimed at people who can do certain tricks of ZDaemon rocket jumping blindfolded. Being able to build maps like this, so precise and unforgiving without feeling totally unfair is an impressive feat for sure, but for my tastes and current skills it is almost impossible to "digest", also due to the sheer size of map10. I will come back to it eventually though, because I wanna see the end of it.   The only reason I'm not putting down 5 stars here is that these maps are a little bit too repetitive for my liking in places. Obviously that's an easy impression to get when I can't do things very cleanly, which results in repeated attempts, so take this reason with a grain of salt and you'll be fine.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. complevel 9
      - Ultra-Violence
      - Continuous combined with pistol start mindset.
      - Saves every 10 minutes or so.   This is a slightly improved sequel of a mediocre megawad. It has no story whatsoever, not that it needs one, it's practically designed without an overarching theme and focused on Boom compatibility, something that the prequel didn't communicate very well. Although you rarely see tricks like conveyors and silent teleports put to specific purposes, they're mostly for the atmosphere. A couple of maps use custom colormaps in particular setpieces. One is to simulate immersion in toxic, and the other in blood, or perhaps portals to hell?. Anyway, Community Chest 2 has some nice visuals using stock textures. While not every map looks great, a bunch are simply awe-inspiring because of the author's creativity. I dig the idea in "Death Mountain", the sinuous terrain with mounds everywhere is very neat, as it's theoretically a mountain floating in the air. My only gripe is the trees are placed to get stuck in. Other locations are plain techbases, brown caverns, wooden complexes, Inferno-styled hell and unknown places. Most of the music available are tracks from other wads and games, with only one self-made piece for map 24 by the same author, an amazing melody by the way. I would suggest to add your own tracks for the maps lacking them, for a stronger experience if it helps.   For those who have played the prequel first, and I'm sure everyone did, there are quite a few familiar names to be found, some of which contributed with more than one map. Gene Bird cooked around five for example, evoking a conservative "rooms with monsters" 90's style. His maps don't vary in any aspect to each other, nor to his previous works in Community Chest 1 unfortunately, but they blend well enough with the tone of the mapset. The first map is already by Erik Alm in his well-known Scythe fashion. Then we have individual entries from Andy Leaver, Kaiser and Use3d, the latter came as an improvement to be honest. On the other hand, a big portion of the people involved were completely new to me, and that's when I had to expect the unexpected, sort of. I'd say the maps had their ups and downs, generally enjoyable if some exceptions. They were also organized in a very random way, but that's no news. Just like a traditional community project, this megawad features a wide range of concepts, layouts, and forms to entertain the player, for better or worse. Fans of old-school and/or adventure maps will be delighted, as there are a lot of them in all sizes and difficulties, even several inspired by the original Doom levels. The obvious standout is "The Mucus Flow", a brutal map that can only be understood with patience and dedication, mostly the former one, and heavy chainsaw practicing. Besides, its curvy "mint-chocolate" design is beautiful and unique, or used to be, since tons of future releases found inspiration from it (e.g. Speed of Doom). A shame it has glitches in the sky. There are other remarkable moments to be experienced, such as to explore a city in depth to figure out the secret exit, or to fall in a sequence of fake exits that only exposes you in circles of chaingunners. I'm not sure how others will take it, but I couldn't hold my laugh after the second time.   Secret-wise, the first thing to know is that PRBoom users need to activate the "Linedefs w/o tags apply locally" option to enable access to some ZDoom-only secrets in maps 06 and 24. There is also a secret in map 20 that requires an archvile jump, but it's not possible to reach it outside of ZDoom versions. Other than those, hope your sense of exploration is wide awake, as there is plenty to locate and highly appreciate. I'm thinking of the standout map, of course. For favourite maps I will pick 19, 24, 27, and 31. Some others like 06, 13, 23 and 32 were entertaining for the most part, but not convincing as a whole. The rest range from good to dull or tedious, like the final map.    Overall, it's certainly an upgrade in quality, and I'm inclined to believe the successors are much better. Still, it's nice to traverse the history of the community chest projects. If you and I share similar tastes, then you'll probably find content to enjoy here, and if not, well, skip the unnecessary. My rate is 6/10.  
    • By tempdecal.wad · Posted
      It's bad because it's hard.
    • By Nems · Posted
      Should have been called "Doom 64 for Boom".   I really wanted to like this more. I mean, I do like it but I feel like the gripes I have regarding it just bring my overall rating for it down too much.   It was interesting to see how, at first, the authors recreated the Doom 64 levels in Doom 2 with just vanilla assets. You can still see some of that in the Boom levels like how revenants and arch-viles are used in place of where traps where. That was an interesting touch and I liked that.   As I got further into it though and more of the Boom tricks were used my thoughts wandered from "hey this is a nice vanilla interpretation" to "man I could be playing Doom 64 EX or Doom 64 Retribution". I really wish they would have stuck with vanilla constraints for this reinterpretation. I would have liked to see how they would have handed nightmare monster placement (would a nightmare imp be worth two imps or three, for example). I feel like using Boom and DeHacked cheapened the experience, like they were trying to replicate Doom 64 as close as possible rather than doing a vanilla Doom (2) interpretation.   Additionally, map 30 can fuck right the hell off with that puzzle bullshit.   Anyway, if you don't mind any of the complaints I made, you'll likely have fun with this. I got some fun out of this as well but to me it feels like it's trying to be exactly like Doom 64 rather than simply a vanilla Doom 2 interpretation of Doom 64. In trying to be exactly like Doom 64, it just makes me want to play that more than this.
    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
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